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It went sort of like this - you were leaving one town after helping
to protect the identity and interests of a 'naturalist' who was
doing beneficial things that met with your sense of good. You felt
really great about yourself. As you approached the next town, you
came upon a burned out farmhouse occupied by Orcs. Their commander
is concerned because the humans in the farm were innocents, and
they were unceremoniously killed when the farm was razed. When you
investigated, you discovered it was that same 'naturalist' who had
killed the farmers and burned their farm to the ground and had no
regrets, saying that they deserved to die rather than behave as
sheep to the unnatural Orc defilers. Wait a moment! That isn't the
typical clear moral structure that we're used to seeing in recent
role-playing games! Who is the good guy and who is the bad guy?
This
sort of grey-zone morality is what Gothic 3 is all about - the story
picks up right after the end of Gothic 2, seeing your ship finally
reach land in Myrtana and finding that the Orcs have won the war
and that human society is in disarray, with the king besieged in
the capital city under a protective field. After an initial battle
that serves as your tutorial, your companions want to split up and
see what's happening around the mainland. Only Gorn sticks with
you and even then just for a few moments - he knows the area and
takes you to the nearby rebel hideout before doing his own exploring.
This leaves you to search out the key to the Orc victory - Xardas,
the enigmatic necromancer and former Fire Mage. The rest is up to
you - will you side with the rebels or the Orcs, the nomads or the
Hashishans, and preserve Nordmar or allow it to fall into ruin?
All of these choices and more are here, as you make your way around
this massive world.
Now
get this - while you might not like the relatively long load time
when starting the game, it is the only time you'll see a
load screen. Well, that's only partially true - you will frequently
see loading screens when you die at the hands of superior beasts
or gangs of bandits or other enemies, but entering a house or cave
or dungeon or new area never results in a load screen. There are
two prices for this. Firstly you will experience occasional stuttering
and slowdown as the world streams in - especially if you are an
endurance-rich sprinter like me! The other price is that Gothic
3 is an absolute system hog! Forget the minimum system requirements,
unless you plan to spend hours researching online and experimenting
with initialization file settings, and even then your experience
will be less than stellar. After playing on my high-end laptop and
getting very good results, I managed to get it running on an older
laptop with 1GB of RAM, a 2.4GHz processor and an (older and unsupported)
64MB nVidia mobile graphics card. The game would 'run', but wasn't
very pleasurable. Common wisdom seems to be that a 256MB video card
and 2GB of RAM are needed to get satisfactory performance with high
quality graphics settings. That was similar to my configuration
and my performance was quite good throughout.
So
once you've gotten enough horsepower behind you, is this the best
looking game ever? No - but it is very nice looking! The shadows
cast by the trees and buildings as the day/night cycle progresses
are wonderful to watch; there are times when I have literally stopped
for a couple of minutes just to look at the scenery of the moon
reflecting on the surface of the water, with deer roaming around
freely. All of the environments are highly detailed and well realized
- from the temperate areas of Myrtana to the deserts of Varant and
the frozen climes of Nordmar, in dungeons and houses and mines,
the overall quality of the designs is excellent. There is definite
unevenness with the textures however; while the majority of areas
look excellent, there are areas in the desert in particular that
look like they could have come from some of the earliest 3D games
a decade ago. There are also issues with object placement in the
environment, collision errors such as dead enemies getting stuck
in buildings, people standing with their feet sunk into the ground
nearly to the knee, trees with their bases over two meters in the
air and more. This is a shame as the overall excellent design is
slightly marred by inadequate testing and error checking, resulting
in numerous problems that every player will encounter. The most
problematic graphic item is the character design - most characters
look good, but seem to be made of clay or plastic. The nameless
hero in particular looks pretty bad, something you're sure to notice
in cut scenes and dialogue. The monsters and Orcs are very well
done though, and every character features those exaggerated movements
and gestures that immediately label this as part of the Gothic series!
Whether you like or dislike these animations depends largely on
your perspective of the series.
One
of the great features of the series, and Gothic 2 in particular,
is the excellent music. This is one place where the game is an unqualified
success - this is not just the best game music of the year; it's
good enough to join the pantheon as one of the greatest game soundtracks
ever. The common themes and motifs are all here, augmented and expanded
to suit the darker and more desperate tone of the game. There is
a wide range of music used to establish and carry much of the action,
far beyond the few charming pieces that added ambience to Gothic
2; this soundtrack conveys the expanse of the desert, the tension
of the monster-ridden forests and the harshness of the wintry northlands.
The rest of the audio is not so stellar and is the subject of much
debate on various fan forums. The voice acting works well enough
without excelling in any way, and the environmental sounds are generally
very good and provide a hint of what dangers wait around the next
corner; particularly haunting are the lowing of the wolves and the
clicking of minecrawlers.
There
are some who argue that the voice acting is awful, but I find it
no worse than the other games in the series - there is humor, sarcasm
and pathos, the characters are believable and you will feel sympathy
and empathy for many of them. There are occasions where the dialogue
doesn't match the subtitles exactly and other times where the translations
seem a bit funky, but in general it works well. However, the battle
sounds are not so good; while better than the unrealistic 'steel
on steel' sounds when hitting a spider with a wooden staff in Dark
Messiah Might and Magic, it's nothing like the very satisfying
'steel on steel' of a sword battle toe-to-toe against another warrior
in Dark Messiah. The sounds are appropriate for each weapon, yet
they lack any feeling of strength or impact - until the killing
blow adds a bit of a whoosh to the strike. Worse still are the sounds
of human enemies taking damage - the 'ughs' and 'ahhs' are not particularly
believable and are occasionally embarrassing for lower level enemies.
The animal and creature battle sounds are much more reasonable,
as are those of the orcs.
Once
you have started a new game you're dropped unceremoniously into
the middle of a battle for control of the town of Ardea - this is
a tutorial and trial by fire all at once. It is also one of the
worst performing sections of the game. Similar to the first two
games, Gothic 3 is played as a third person 'over the shoulder'
action game. Unlike the first two games, you use the typical 'WASD
+ mouse' to steer around and run and look, clicking the mouse buttons
to attack or block. The combat has been extensively modified from
Gothic 2, but the results are every bit as controversial. In Gothic
2, many found the keyboard-centric combat controls too difficult
and hoped for a mouse-driven approach. Gothic 3 delivers a system
that maps standard attack and block to the left and right mouse
buttons, where a 'power attack' is unleashed by holding the right
mouse button and tapping the left button. There are a number of
combos that are triggered by combining specific key presses and
button clicks, and similarly to the previous games you need to disable
combat mode to talk to someone or loot any corpses or chests. There
is a simple reason for this - unlike many action-based games, you
decide whether you want to talk to someone or attack them, which
is integral to the almost total freedom you have within the game
world.
The
combat system itself requires further attention, as it is the area
of greatest debate in the user community. There are three modes
of combat - melee, ranged and magic. Aside from holding the bow
in an unusual horizontal position, ranged combat gets very little
commentary - perhaps it is equally under-utilized since the archer
archetype tends to be a distant third to the favored warrior and
mage character types. This is unfortunate, as ranged combat is quite
well implemented in Gothic 3 - one of the better systems in a RPG
in recent memory. Player and characters skills both have an impact
on results, and taking additional perks shows an immediate impact.
You can choose to advance bow or crossbow skills, each with advantages
and disadvantages. The bow is quick to load and fire but does less
damage; the crossbow can do huge amounts of damage, but is extremely
slow loading until you reach the highest skill levels. Either gives
you great opportunities to rain death from above or at a distance,
at the very least thinning or weakening your opponents before wading
into melee combat. You have several types of arrows and bolts to
select from and changing ammunition is as simple as arming your
bow and clicking the ammo type - of course, it is simpler to add
them to the quick-select bar. When the bow is armed, you simply
place your targeting reticule over the intended victim, hold down
the mouse button to pull back the arrow and release to send it on
its way.
Melee
combat has been the subject of rampant discussion, both positive
and negative - and almost all of it is true! The initial release
had some significant issues with the player getting knocked around,
stunned and disarmed, but the Aspyr release I've played (equivalent
to the 1.08 patch) has resolved these issues, making melee combat
much more balanced. There are still some problems - beasts are disproportionately
difficult compared to humanoids and the stun-factor can spell quick
death when enemies gang up on you, but most importantly much of
the combat is still decided by getting in the first strike. The
mechanics work well - directional swings, power attacks, parry and
counter-attack are all tactical moves that will benefit you in melee.
Making use of the combos and advanced perks will keep you alive
much longer - as will learning what happens with different weapons
and perks. Unfortunately though, unlike in the previous games your
attacks never look different.
As
you gain sword fighting mastery, the amount of damage per hit increases
(on top of increased damage from raising strength) but you also
get other bonuses. For example, taking the second level perk allows
you to partly break through attempts to block or parry, doing small
amounts of damage even on a successful block. At the highest level
you do increased damage through blocks and also have a chance to
knock down your opponent. If you are fighting a single opponent,
this gives you a chance to strike a killing blow - otherwise you
get attacked by other enemies. Gothic 3 does a great job of making
your weapon choice matter; for example, a short single-handed sword
is fast but requires you to get very close to your enemy, which
obviously puts them very close to you! Larger swords are slow but
much more damaging and have a greater range. Pole weapons, such
as a halberd or a staff, can provide the best 'defensive offense'
against a large group, since you can keep a group at bay by getting
knockdowns on multiple opponents and then changing direction to
knock-back other opponents. Of course, if you are also facing shaman
or archers this strategy won't be quite as effective. The overall
point is this - the melee combat in Gothic 3 isn't broken, but it
could use considerable tweaking and balancing to be more satisfying
for a larger number of players.
Playing
a mage in any of the Gothic games has always presented a challenge,
but Gothic 3 has some design changes that make it somewhat easier
to focus on magic as your primary means of destruction. First, get
the notion of playing a D&D-style wizard with low strength and a
big brain right out of your head, unless you really like seeing
loading screens - any mage you play will be a battle mage, with
decent sword skills to get you out of situations when enemies get
too close or your mana runs low. And this will occur quite frequently,
especially early on. So while you can scrape together enough Ancient
Knowledge (AK) and Learning Points (LP) to get yourself the ability
to throw a fireball or two, you just won't have enough mana to be
a serious magical artillery platform for quite a while.
Once
you do gather enough experience to raise your AK high enough and
give yourself a decent mana pool (and loads of mana potions), you
will be a walking tower of devastation! Gothic 3 addresses one of
my primary criticisms of the magic system in previous Gothic games
- in the other games the damage from spells remained constant regardless
of level (this was explained because you were simply learning to
read more complex Runes, not actually gaining more magical power).
In Gothic 3, since you are actually learning the Ancient Knowledge
of inherent magical power, your spells do more and more damage as
you increase that knowledge. It's a great thing to see the same
spell do more damage to enemies as you increase your power, and
also see that catching enemies off-guard causes significantly more
damage. This makes long-distance fireball kills very easy ways of
thinning a crowd. Add to that the ability to eventually find a way
to have your mana pool regenerate and you have the makings of an
extremely satisfying offensive magic system. Of course it isn't
perfect - aside from having to carefully spend points early on to
balance your magical skills with other pursuits, there are many
spells that sound good but are largely useless. These mainly include
damage over time spells and weakening / fear-inducing stuff. If
you think of damage-over-time spells as 'active weakening' you are
fine - that is the end result, since enemies won't stop rushing
at you because their health has dropped by half. This isn't too
bad, since it makes taking them out that much easier, but a spell
such as Fog is almost completely useless, or certainly not worth
the Learning Points and mana required.
Getting
from place to place in Gothic 3 means spending a lot of time walking
- there are teleporter stones for each area that you can find or
steal or loot, but the open area between towns are filled with actual
things to do that you would never find otherwise. There are hunters
and bandits and lost mages amongst others. Don't expect the game
to tell you where to go next though; the map works well but is a
general tool that won't give you specific locations and the compass
doesn't have some magic property to tell you where to find your
next objective - you have to explore and work your way through finding
things. Missing from the previous games are the city maps, and with
the complex layout of some places that certainly would have been
welcome.
The
quest structure is interesting and unique - quests are given 'by
the world', with additional bonuses given by talking to the interested
individual. This means that if you come across a lair of tough minecrawlers
and kill them all, you will get a message about completing the quest
and information about what faction and town benefited most. Based
on this you can search that town for people to talk to until you
get the option to take credit for completing the quest. The other
thing you will quickly realize is that the bulk of your experience
comes from completing tasks rather than killing things (of course,
most of those tasks involve killing things, but still…) Each town
has a power structure and a series of merchants and others who require
assistance, and each of the quests you accomplish enhances your
reputation in that town. Raising your reputation high enough allows
you to gain access to the restricted areas of town and eventually
lets you speak to the leaders. Reputation also serves similar to
a Diplomacy skill - if you pass a certain level of reputation then
certain dialogue and quest options open up, much like having passed
a skill check in other games. The succession of quests in each town
can seem a bit of a grind at times, but it makes perfect sense within
the context of the situation - you need to purvey favor of some
type with the Orcs regardless of what side you are on, just to make
your way around the world.
I
have hinted at some of the issues throughout the review, but now
it is time to address them head-on - Gothic 3 has loads of issues
related to just about every technical and gameplay aspect of the
user experience. Some of these are annoyances, others are bad enough
that they will cause some players to quit and uninstall the game
- and others will have former Gothic fans running from the room
screaming and pulling out their hair! One that I encountered was
that the game would occasionally stop giving me experience for minor
kills - I was fairly far into it by then, so that I expected to
take out an entire camp of Goblins with a single Fire Rain spell
(plus a 'little something extra' for the shaman). While everyone
in the camp died, I didn't get the expected stream of experience
numbers in the middle of the screen. So I quit and restarted the
game, and I happily got my 1000 or so experience points for destroying
the camp.
There
are the many graphical glitches I mentioned, plus dozens more -
to get decent graphical quality and performance most people need
to do a significant amount of tweaking and adjustment of settings.
Assuming that the default settings will work for most is a mistake.
There are also a load of problems with quests - some are inherently
broken, others get completed but never moved to the 'successful'
tab, while others cannot be completed because the target got eaten
by a Hungry Wolf or Malicious Ripperbeast. There are places where
quests and NPC behavior conflict and leave the player unknowingly
with an unsolvable quest. This can happen fairly late in the game
when pursuing certain stone artifacts - a couple of them are being
held by Orc shaman in camps that are automatically hostile to you.
However, if you defeat enough of the orcs they will flee the camp
- and if you didn't kill the shaman then the artifact ran away with
him. This leaves you completely unable to complete the quest and
it is something you may not know until much later.
Despite
all of the problems and issues, I really found Gothic 3 to be a
deep and richly satisfying role-playing experience. It is at once
one of the most problematic and most rewarding games I've played
this year; the worst of the Gothic series but the best action-RPG
of the year. It's clearly a disappointment - from the Gold Master
that was pulled for terrible bugs to the very problematic European
release, it is clear that the game needed more time in development.
Yet it is also clear all the way through what the developers were
trying to do - to create a living world that is part of the Gothic
universe, in which the nameless hero is just a small part of the
overall picture. And they did amazingly well at capturing that -
the game is at once huge and intimate, with a scale that encompasses
world events and a single person's problems with equal importance
and skill. My scoring for the game addresses this reach as much
as it recognizes the bugs and problems - few will think the score
is too low while many might find it too high.
Ultimately
I think that Gothic 3 is a niche game - it's not for the casual
or action-gamer, but the hardcore RPG gamer, and it is the hardcore
player who will see this diamond in the rough for what it truly
is. Unlike the horrific launch of Dungeon Lords, which eventually
revealed that there wasn't much of value beneath the buggy exterior,
Gothic 3 has a tremendous world of role-play available for those
willing to persevere - and I strongly recommend the game to players
in this category, who also have the behemoth computer power needed
to run the game in the first place. Sadly though, for most people,
that means just stay away.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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